Abstract:The purpose of the study was to reveal if there exists a quality-enjoyment-social influence-satisfaction-loyalty gap among gamers when it comes to playing the game Valorant. The study used a deductive and quantitative research approach by conducting an online survey which was distributed with a non-probability convenience sampling technique toward Valorant game players in Indonesia. The survey resulted in 96 valid responses which was quantitatively analyzed. The findings revealed that there exists a quality-en… Show more
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